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NECROMUNDA PRIVATEER

+++The Necromunda in Space Project +++By Auzure V 0.5

TABLE OF CONTENTSTable of Contents..................................................................................................................i Introduction..........................................................................................................................1 Welcome To The Fringe......................................................................................................2 Warp Travel.....................................................................................................................2 Privateers..........................................................................................................................2 Beyond the Ultima Line...................................................................................................4 Overview..............................................................................................................................5 What You Need................................................................................................................5 Narrative Gaming.............................................................................................................5 Roles of the Players.........................................................................................................6 Getting Started with N:P..................................................................................................6 The Campaign .................................................................................................................7 Encounter Creation..............................................................................................................9 Encounter Tool Box.........................................................................................................9 Cooperative Encounter Creation....................................................................................10 Cooperative Encounter Creation ...................................................................................10 Continuing Encounters...................................................................................................11 ...........................................................................................................................................12 Objectives..........................................................................................................................13 Assassination..................................................................................................................13 Bodyguard Duty.............................................................................................................13 Defenders.......................................................................................................................14 Bounty Hunt...................................................................................................................15 Milk Run........................................................................................................................15 Rescue............................................................................................................................15 Sabotage.........................................................................................................................16 Scavengers.....................................................................................................................17 Set pieces...........................................................................................................................18 Bad Atmosphere.............................................................................................................18 Brawl..............................................................................................................................18 Bystanders......................................................................................................................20 Loot Counters.................................................................................................................21 Non Standard Gravity....................................................................................................22 Random Placement........................................................................................................22 Sneaking & Spotting......................................................................................................22 Terrain Types.................................................................................................................25 Quick Draw....................................................................................................................26 Opposition Force................................................................................................................27 Size of the Opposition Force..........................................................................................27 Named Characters..........................................................................................................27 Mooks............................................................................................................................27 Juve Mook......................................................................................................................28 Henchmen Mook............................................................................................................28 Elite Mook.....................................................................................................................28 Necromunda Privateer |i

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Experience and Injuries..................................................................................................28 Post-Game Phase...............................................................................................................29 Post-Game Actions........................................................................................................29 Attention of the Authorities ..........................................................................................29 Making a Living.............................................................................................................31 Phase I Cargo..............................................................................................................31 Phase II Ports of Call..................................................................................................32 Phase III Events..........................................................................................................32 Phase IV Income.........................................................................................................33 Phase IV Rare Trade...................................................................................................34 Equipment Chart................................................................................................................37 Hand to Hand Weapons.................................................................................................37 Pistols.............................................................................................................................37 Basic Weapons...............................................................................................................37 Special Weapons............................................................................................................37 Heavy Weapons.............................................................................................................37 Primitive Weapons.........................................................................................................37 Grenades........................................................................................................................38 Special Ammo................................................................................................................38 Gunsights.......................................................................................................................38 Armor.............................................................................................................................38 Armor Exotics................................................................................................................38 Bionics...........................................................................................................................38 Gear................................................................................................................................38 Drugs..............................................................................................................................39 Ports Of Call......................................................................................................................40 Optional Core Rules...........................................................................................................46 Edge...............................................................................................................................46 Critical Hits....................................................................................................................47 Improvised Ability Tests................................................................................................48 Experience & Advancement..............................................................................................49 New Advancement Options...........................................................................................51 Bad experience...................................................................................................................54 Earning Bad Experience................................................................................................54 Crew Creation....................................................................................................................55 Reading Archetypes.......................................................................................................55 New Categories..............................................................................................................55 Captains..............................................................................................................................57 Asssassin........................................................................................................................57 Bounty Hunters..............................................................................................................58 Ex-Imperial Guard.........................................................................................................58 Merchantman.................................................................................................................59 Missionary......................................................................................................................59 Archetype List....................................................................................................................61 Elite................................................................................................................................61 Specialist........................................................................................................................61 N e c r o m u n d a P r i v a t e e r | ii

Crew...............................................................................................................................61 Archetypes.........................................................................................................................63 Assassin..........................................................................................................................63 Adept..............................................................................................................................63 Berserker........................................................................................................................64 Bodyguard......................................................................................................................64 Bounty Hunter Elite.......................................................................................................64 Bounty Hunter................................................................................................................65 Cat Burglar.....................................................................................................................65 Confessor.......................................................................................................................65 Courier...........................................................................................................................66 Courtesan.......................................................................................................................66 Duster.............................................................................................................................67 Death Cultist..................................................................................................................67 Ex-Enforcer....................................................................................................................68 Ex-IG Officer.................................................................................................................68 Ex-IG SpecOps..............................................................................................................69 Ex-IG Veteran................................................................................................................69 Ex-Imperial Guardsman.................................................................................................70 Ex-IG Deserter...............................................................................................................70 Ex-IG Engineer..............................................................................................................70 Flyboy............................................................................................................................70 Grease Monkey..............................................................................................................71 Grifter.............................................................................................................................72 Gun Cultist.....................................................................................................................72 Gunner............................................................................................................................73 Hedge Doctor.................................................................................................................73 Hitman............................................................................................................................73 Hive Ganger...................................................................................................................74 Impressionable Youth....................................................................................................74 Manchild........................................................................................................................76 Martial Artist..................................................................................................................76 Mechanicus Acolyte.......................................................................................................76 Medieval-World Knight.................................................................................................77 Mercenary......................................................................................................................77 Missionary......................................................................................................................78 Muscle............................................................................................................................78 Ninja...............................................................................................................................79 Olympian........................................................................................................................79 Pistolero.........................................................................................................................80 Pirate..............................................................................................................................80 Pit Slave.........................................................................................................................80 Rake...............................................................................................................................81 Rogue Trader.................................................................................................................81 Runaway Noble..............................................................................................................81 Savage............................................................................................................................81

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Scavvy............................................................................................................................82 Shiphand........................................................................................................................82 Smuggler........................................................................................................................83 Stalker............................................................................................................................83 Thug...............................................................................................................................83 Treasure Hunter.............................................................................................................84 Wizkid............................................................................................................................84 Wyrd..............................................................................................................................84 Xenos.................................................................................................................................86 Dark Eldar......................................................................................................................86 Demiurge........................................................................................................................86 Eldar...............................................................................................................................86 Kroot..............................................................................................................................86 Ogryn.............................................................................................................................87 Orks................................................................................................................................87 Ratling............................................................................................................................87 Tau.................................................................................................................................88 Archetype Creation............................................................................................................89 I. The Baseline..............................................................................................................89 Baseline Archetype........................................................................................................89 II. Adjustments..............................................................................................................89 Skill Tables........................................................................................................................90 Skill Descriptions...............................................................................................................92 Mutations.........................................................................................................................113 Guns & Gear....................................................................................................................116 Weapons Technologies................................................................................................116 Special Rules................................................................................................................116 Melee Weapons............................................................................................................117 15 Credits, Common....................................................................................................118 Pistols/Basic/Special....................................................................................................118 Primitive Weapons.......................................................................................................118 Exotic Weapons...........................................................................................................119 Xeno Weapons.............................................................................................................120 Grenades & Shells........................................................................................................122 Armor...........................................................................................................................123 Armor Exotics..............................................................................................................124 Weapons Exotics..........................................................................................................125 Gear..............................................................................................................................126 Drones..............................................................................................................................129 Hunters.........................................................................................................................129 Killers...........................................................................................................................130 Tau Gun Drone............................................................................................................130 Metal Man....................................................................................................................130 Home Sweet Home Space Ships.................................................................................132 Orbital Support.................................................................................................................133 Calling In Support........................................................................................................133 N e c r o m u n d a P r i v a t e e r | iv

Reserves.......................................................................................................................133 Orbital Targeting..........................................................................................................133 Travel Time..................................................................................................................133 Standard Deviation.......................................................................................................134 Changing Distance.......................................................................................................134 Support Weapons.........................................................................................................134 Drop Ships...................................................................................................................134 Ship-to-Ship Combat.......................................................................................................137 Overview......................................................................................................................137 Opposed Tests..............................................................................................................137 Range...........................................................................................................................137 Running........................................................................................................................137 Dogfighting..................................................................................................................137 Shooting Attacks..........................................................................................................137 Multiple Combatants....................................................................................................138 Damage........................................................................................................................139 Boarding Actions.........................................................................................................141 Repairing Ships............................................................................................................143 Shipyard...........................................................................................................................145 Ship Construction.........................................................................................................145 Drop Ship.....................................................................................................................145 Ship Experience...........................................................................................................145 Ship Classes.....................................................................................................................146 Scout Class...................................................................................................................146 Fringe Runner..............................................................................................................146 Tradesman....................................................................................................................147 Ship Abilities...............................................................................................................147 Fittings.............................................................................................................................149 Cargo Bay....................................................................................................................149 Smuggler Hatch...........................................................................................................149 Hold..............................................................................................................................150 Armory.........................................................................................................................150 Brig..............................................................................................................................151 Living Quarters............................................................................................................151 Passenger Cabin...........................................................................................................152 Hidey Hole...................................................................................................................152 Workshop.....................................................................................................................153 Medbay........................................................................................................................153 Reliquary......................................................................................................................154 Training Facility...........................................................................................................154 Damage Control...........................................................................................................155 Vehicle Bay..................................................................................................................155 Teleporter.....................................................................................................................155 Drop Pod......................................................................................................................156 Supply Drop Launcher.................................................................................................156 Equipment........................................................................................................................158

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Orbital Weapons Systems............................................................................................158 Ship-to-Ship Weapons ................................................................................................158 Ship Equipment............................................................................................................159 Dropship Equipment....................................................................................................159

N e c r o m u n d a P r i v a t e e r | vi

This work is completely unofficial and is in no way endorsed by Games Workshop. Games Workshop, the Games Workshop logo, Epic, Inquisitor, the Inquisitor logo, Inquisitor:Conspiracies, Battlefleet Gothic, the Battlefleet Gothic logo, Necromunda, the Necromunda Plate logo, the Necromunda Stencil logo, Mordheim, the Mordheim logo, City of the Damned, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike device, Fanatic, the Fanatic logo, the Fanatic II logo, Warmaster and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, Warhammer 40,000 universe and the Warhammer World are either , TM and/or Games Workshop Ltd 2000-2006, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

INTRODUCTIONThe idea for Necromunda: Privateer traces its origins back in the old Heart of the Heresy days, to a topic posted by Truckler entitled Necromunda in Space. The gist of Trucklers idea was, hey, wouldnt it be cool if we could have a space-opera Necromunda, and he laid out some thoughts on blending miniatures games with role-playing games. Knowing a good idea when I saw one, I promptly stole it ahem promptly ran with it. After years of effort (or at least weeks of effort, and years of procrastination), here are the preliminary results. As you can see, there are still many holes, and god-only-know how some of the rules will actually work when the dice meet the table, but this should at least be enough to get the creative juices flowing. And, if you have any improvements or ideas to fill in the gaps, by all means share them on the Eastern Fringe (www.easternfringe.com). My goal for N:P was to create a game where players could tell a story though dice. Thus, when deciding between freedom and balance, the rules generally opt for freedom. As such, however, it may not the best vehicle for balanced, head-to-head play (but, try your hand at this if you want). To this end, N:P is designed as a game where a player takes his crew of explorers, mercenaries, or scallywags up against challenges and scenarios designed by an Arbitrator. This setup allows for more freedom on both sides of the table as the game master can always turn up the heat if the challenge is too easy. Thanks to everyone at the Eastern Fringe for your help and encouragement, thanks to everyone who has offered pictures and art, and thanks to Truckler and McCragge for hosting the discussion and this article. Enjoy, Auz

Necromunda Privateer |1

WELCOME TO THE FRINGEWARP TRAVELAlthough warp travel always carries some residual risk, under the psychic light of the Astronomican, it is a relatively safe and almost routine occurrence. Navigators are able to take massive trade barges across tens-of-thousands of light years in a single jump, and still manage to return to real-space within close proximity to their designated arrival point. Although it happens, it is only the few and exceedingly unlucky who are the last crew for the graveyard hulks that are occasionally found drifting through Imperial space. On the Eastern Fringe, however, warp travel is a much more dicey proposition. Near the boundary of human space, the Astronomican's light is dim, and flickers like a near gutted flame. Sometimes, it winks out all together, causing havoc to those who happen to be traveling the shipping lanes. Navigators often refer to this event as a "Soul Eclipse," and Navigators who are used to basking in the light of the Emperor are often disorientated by the Astronomican's sudden absence. It is not common, but not unknown, for a weak willed Navigator to die, or go insane, when he experiences his first eclipse. When this happens, he usually takes his crew with him. With the dim to Astronomican, the non-existent Navigator's natural abilities are severely impaired. Although they still have an edge over normal humans, their safe operating range isn't all that much greater than what a normal human can achieve. Typically, near the fringe, a Navigator or normal human can safely jump 510 light years, and even these jumps are more risky than the many-thousand light year jumps in the segments surrounding Terra. By making these short jumps, or "skips," a ship can reorient itself and navigate effectively, but each skip increases the time and danger of the journey because the most dangerous portion is entering and leaving warp space. When doing either, one can never be exactly certain what conditions will be like on the other side, and many an unlucky captain has skipped out into a warp eddy, or skipped into an asteroid shower. To make matters worse, pirates know as Skip Raiders often stalk popular trade routes to ambush ships as they come in out of warp space. Although these pirates are hunted relentlessly, they usually avoid capture by fleeing with their booty to the other side of the Ultima line, past which Imperial vessels wont travel.

PRIVATEERSOne of the interesting side effects of the weak Astronomican is that it has created a niche market for

Designers Note: The canonical background of the 40K universe with its focus on major conflicts between armies and races, the severe restriction of space travel, and the gothic backwardness of most of the masses of humanity makes it difficult to find room for small crews of adventurers who are not Inquisitors or the elites of Imperial Society. While I have tried 2to |N ECROMUNDA PRIVATEER stay as faithful as possible, certain liberties have been taken with the 40K background to make room for the Privateer fleet.

independent traders on the Eastern Fringe. In the Imperium, warp travel is safe enough that the economics favor massive barges to transport good from one side of the galaxy to the other. However, no sane investor is willing to risk billions of credits in cargo and thousands of men on a single jump. Instead, it makes the most sense to spread the risk over a large fleet of small ships, so if the warp swallows any one of them up, the losses are trivial. So often, smaller intrasystem transports are refitted with warp drives and Gellar fields, turning them into what are called "Fringe Runners." These ships are cheap enough that it is within the means of an enterprising individual to raise the money to put together a ship and crew to set out in search of fame and wealth on the Eastern Fringe. However, all that would be for nothing anywhere else in the Imperium, because warp trade is restricted to those merchants who can secure a Charter, which is usually hereditary, and always fabulously expensive. After the Heresy, however none of the major trading cartels were willing to invest in the fringe trade because they didn't think the profit would be worth the risk. Afraid that the lack of trade would erode the Imperium's eastern boarder, the Ultima Segmentum's first High Lord, Maxwell finix al Tarkain, instituted the Charter Privatus Licens, which means, roughly, "Private man, Unrestrained." Thus, the Privateer was born. The Charter Privatus is available without cost to anyone who owns a warp capable ship, and allows the

bearer to travel unmolested over the eastern half of the Ultima Segmentum. However, even though the Charter Privatus is free, it does not come without conditions. If a ship commits piracy (attacking a ship in space under Imperial Charter), Heresy (communion with Chaos or an unsanctioned psyker), or Treason (fraternizing with xenos or other enemies of the Imperium), then the charter is revoked. Without a charter, a ship will be attacked on sight by any Imperial patrol and denied permission to land on any Imperial world. If the ship is stranded in space, it is considered treason for another imperial vessel to lend aid. Furthermore, since the ship is no longer chartered, raiding it is no longer piracy, so an unchartered ship attracts a lot of unwanted attention. In fact, some privateers specialize at hunting down and looting Skip Raiders and other un-chartered ships that operate on the Fringe. Another interesting feature about the Charter Privatus is that it is not within the power of a planetary governor to revoke. This means that for any misconduct or crimes committed within the atmosphere, the greatest sanction a planetary authority can levy on a ship is a denial of future landing rights. This protection, however, doesn't extend to the cargo or crew, so the governor can still confiscate cargo, imprison the crew, or execute the captain, but it cannot stop the ship from lifting off. This may seem like a horrible rule of law, but there was a method to Tarkain's madness. Given the relatively loose Imperial grip on the Eastern Fringe, Tarkain was afraid

Necromunda Privateer |3

that corruption, double dealing, and greed would cripple his privateer fleet. Unlike the great trading cartels, which keep corrupt planetary governors in check with the threat of crippling trade sanctions, individual privateers make easy pickings. Tarkains charter, however, at least assured the privateer crew would have a chance to escape and spread word that other privateers should avoid the system. The sanction for a planetary governors violation of the Charter Privatus is no less strict than the sanctions for a privateer captain. A planetary governor who is found to have obstructed the departure of a chartered ship is stripped of his position and executed. Thus, even after a captain and crew have been arrested for a violation of planetary law, many governors are often unwilling to seize the ship. These ships rot in orbit or are towed to bone yards until the crew is freed, or some enterprising trader bribes the harbormaster to look the other way while he and his crew steal the ship. Many of the great privateers on the fringe got their start on a ship re-commissioned in this way. Of course, some less than scrupulous privateers have used the Charter Privatus as a license to touch down, commit all sorts of heinous crime, and burn off-planet and out of the reach of the law. Several assassin groups are known to be doing just this. However, rather than cripple planetary governments (as many detractors suspected), this law has created a lucrative bounty-hunting trade to collect the prices on these privateer's heads.

BEYOND

THE ULTIMA LINE Because warp travel outside the Astronomican is so inefficient and dangerous, the High Lords of Terra have abdicated Imperial control of any systems past the Ultima Segmentum line. With so many systems within its interior under attack, it is seen as irresponsible to squander Imperial men and equipment on the galaxys frontier. The Imperial Navy, however, maintains a strong presence patrolling the boarder, both to keep ambitious planetary governors in line, and because, as threats like Hive Fleet Kraken has shown, one never knows what threats may come from the far side of the line.It is a mistake often made in the core worlds to think that the end of Imperial space is the end of human civilization. Although one can quibble about whether or not they count as civilized, there are numerous human settlements that exist on the far side of the Ultima Line, ranging from pirate coves and temporary mining encampments to permanent settlements of simple folk who are merely trying to escape the yolk of Terra. Of course, when human or xeno raiders attack, these so-called Free Cities cannot rely upon Imperial aid, so they regularly hire privateers to supply their militias and mercenaries to help defend their homes. It is not uncommon in the least for less-than-scrupulous privateers to capitalize on a Free Citys vulnerability to charge exorbitant prices, or to demand abusive agreements such as exclusive trading rights or the right of first refusal on any alien artifacts found

4|NECROMUNDA PRIVATEER

on the planet. Privateers need tread lightly, however, because Free Cities need not recognize the Charter Privatus Licens and the protection it affords to foreign

traders. Many a privateer has found himself in some backwater jail, his ship and cargo seized, because the locals mistook his negotiating methods for extortion.

OVERVIEWWHAT YOU NEEDNecromunda Privateer is a fanmade expansion for Games Workshops Necromunda, which is designed to move the adventure from the claustrophobic domes of Hive Primus to the wild west of the Imperium the Eastern Fringe. As an expansion, this game relies heavily on the core rules for Necromunda, which can be found in the handy (and free) Living Rule Book or LRB on gamesworkshop.com. You should assume that, unless specified otherwise, or unless it just really wouldnt make sense, all the standard rules from the LRB apply. N:P also draws from other expansions and articles that have been published by Specialist games, including: The vehicle rules from Battles in the Ash Wastes. The Outlaw Trading Post and Wyrd Powers from Outlanders.

NARRATIVE GAMINGThe ultimate goal of N:P is to create an environment that fosters narrative wargame campaigns. If you think about it, every die throw and game mechanic has a bit of a story built in. Youre not just moving pieces and rolling dice, youre positioning your troops, taking shots, and accomplishing objectives. Over the course of a game, these little pieces of story coalesce into a larger narrative of heroic victories, amazing rescues, and heart wrenching failures. The idea behind narrative gaming is that you can capitalize on these little bits of story and the larger stories they grow into to suggest the plots and premises for future games and new adventures. For example, say the outcome of a tabletop game is that your crew steals some artifact from the lieutenant of a hive gang. Maybe the gang boss doesnt like that so much, so he calls in all of his markers to try and get the artifact back. So now you have to fight your way through the hive to get back to your drop ship. Maybe also the lieutenant was embarrassed by his failure in the last game, so now he hates your crew. One of the keys to running a narrative campaign, oddly enough,

The last place that N:P draws heavily from is your own imagination. N:P gives you a lot of flexibility and room for creativity, including room for being creative with the basic game rules themselves if you so wish. In other words, N:P is a sandbox. Play, and have fun.

Necromunda Privateer |5

is not to think too far ahead. If the GM plans out a string of encounters before the first die is thrown, then the campaign may begin to feel like it is on rails. After all, what is the point of playing the game if the story has already been told. A better way of approaching it is to allow the scene to be set by the narrative up to this point, and to design a scenario that translates that scene into game terms. Then, play the scenario. See who won and lost, see what casualties or other interesting story bits came up during the game play, and then pick up the narrative again from where the game left off. In the narrative above, a bunch of hive gangers is attempting to stop the crew from making it to their dropship. The scenario could be that the Crew has to fight their way from one end of the table to the other, before the hive gangers (who are deployed on the side edges of the table) cut them off. Also, to make it feel more like a hive, you could add in the bystanders set piece for some color.

the way a TV show follows a group of characters in their trials and tribulations. Its the OpFors job to supply those trials and tribulations, and the GMs job to guide the story. This is not to say, however, that the GM should have exclusive control over the plot and the campaigns narrative direction. Indeed, these things will depend heavily on the crews goals and character as well as the OpFors goals and character.

GETTING STARTED

WITH N:P The first thing that the player needs to do is recruit his crew and build his ship. To break it down, here is how you go about it:

Recruit Your Crew

The player has 1,000 credits to recruit his crew. Spend this cash by: Selecting a Captain: You have a lot of flexibility in creating your crew, but the character of your Captain generally sets the flavor for the rest of the ship. So the first step is to choose one of the Captain professions from the Captains section. Recruit and Equip Your Crew: The Eastern Fringe is a rogues gallery of thugs, scum, freelancers, and aliens, with the occasional honorable decent soul thrown in for color. The different characters and professions are found in the archetypes section, and their gear can be found at the Gear Summary.

ROLES

OF THE PLAYERS N:P is designed with two to three players in mind one player who runs the crew of the protagonists, and a Game Master who runs the Opposition Force (or OpFor), sets the scene, and guides rules improvisations where needed. The game works equally well (if not better), with three players, as the new player can take control of the OpFor and the GM can step back into the role of a neutral arbitrator.The campaign follows the players crew from adventure to adventure,

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Build Your Ship

II.

After your crew is in place, you have to acquire your ship. Usually this involves theft, bribery, and perhaps murder. (If only the pure of heart could own a ship, Imperial space would be an empty place.) You have 1,000 credits to build your ship, and outfit it with compartments and equipment. The two steps are: Select a Ship Class : The ship class determines the ships base characteristics, number of compartments, and its advancement profile. Outfit your Ship: Once you have a ship, its time to go shopping for compartments and equipment. For most crews, compartments are the main way of making income on the fringe, so give some thought to how your crew is going to make a living before your credits are gone.

Objective Selection: The next step in the campaign round is choosing what the objective is going to be for this round. For example, the player can be hired to assassinate a particular figure, to defend a village, or to deliver some artifact to a collector of antiquities. You can choose an objective from the handy list, or improvise with anything that seems to make sense given the circumstances. Encounter Creation: Next up is to create the tabletop encounter. The GM creates his opposition force, and then the side with the scenario selection chooses a scenario for the tabletop battle. Battling out the Encounter and Clean-Up Phase: The objective, opposition force, and scenario set the stage, but here, on the battlefield, is where the story unfolds and where questions are answered. Move your figs, roll the dice, and see what happens. Intermediate Post-Game Phase and Creation of the Next Encounter: When the dust settles on the encounter, it is time to take stock and see how the narrative has progressed. Was the objective completed? Is the objective now impossible? Any revelations or noteworthy events happen which scream to be played out? If the answers to these questions

III.

IV.

THE CAMPAIGNOnce you have your crew built and you ship created, it is time to start earning a living on the Fringe. From here on out, the game progresses in a number of Campaign Rounds. Each campaign round consists of the following phases: I. Roll on Cooperative Encounter Creation Table: The CEC table, for short, replaces the scenario selection table from Necromunda. It determines whether the player or GM gets to choose the objective and first scenario.

V.

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set the stage for another encounter, then return to phase III. If, however, this episode of the story seems pretty well complete, you can move on to the PostGame Phase. VI. Post-Game Phase: In the post-game phase, the crew visits planets, takes post game actions, recruits new comrades, buys new equipment, and generally tries to outfit itself to face whatever trouble is coming down the pipe. When the post-game phase is complete, it is time to start all over again.

8|NECROMUNDA PRIVATEER

ENCOUNTER CREATIONSo what are we looking at boss? Aris scanned the cult compound at 3000 percent zoom from the concealment of a lightly wooded hill. Looks like we have twenty to thirty contacts. Good number of women, and even a couple of children. Probably about a dozen, dozen-plus shooters. Perfect, Grearson said, Ill com the ship to have them start up the orbital guns. No you wont, crewman, Aris hissed. We go in quiet, try to disable the threats. Minimal collateral. Screw that boss. The bounty is per head . . . dead or alive. Why go to the trouble of being choosey? Our employer certainly aint. Since when did it say captain on your bunk? This isnt your crew Grear, so back down. We do this my way or Aris pulled his bolt pistol and put it to the mercs head I bury you in this hill. Grearsons eyes burned, until he looked away. Aye Aye, Cap. The heart and soul of N:P (and, indeed, all narrative wargames) is the encounter. Good and interesting encounters satisfy two goals. First, they fit with the story and keep the narrative going. Second, they provide a challenge, thereby keeping the game fun for both the player and the GM. The following are thoughts and suggestions for how to go about creating an encounter. First, a caveat. Even though these may look at times like rules, think of them more like guidelines for assembling a balanced and challenging encounter. Nothing here is intended to stifle creativity, but rather to foster it by providing structure and helpful suggestions. In other words, guidelines are helpful because it can be tough to draw on a blank slate, but coloring outside the lines is encouraged as well.

ENCOUNTER TOOL BOXCampaign ObjectivesCampaign Objectives, such as Assassination, Sabotage, and the like are the big picture goals that the player or GM is trying to accomplish during the campaign round. Objectives are handy to give you the initial seed to get the narrative up and running.

Opposition Force

The OpFor is the GMs crew for the encounter or the campaign round. The OpFor can be built to fit the situation from Archetypes, mooks, and critters.

Scenarios

Scenarios are where the rubber meets the road in terms of translating the narrative into a battle that can be played out on the tabletop. You can draw from the numerous scenarios presented in the LRB, or custom build your own to fit the situation.

Set Pieces

Set pieces are self-contained rule sets that can be added into a scenario, or combined to create custom scenarios, that inject some additional color. For example, adding the Bystander set piece changes your ordinary shootout into a shootout at a crowded market.

enough to put an underdog over the top. Also, it made sense from a narrative perspective too. If youre out manned and outgunned, a smart gang leader looks for an edge wherever he can find it. The CEC takes the Necromunda scenario selection table to the next level. To start, the GM rolls 3d6 on the CEC table to see who gets to choose the objective, the scenario, and to see what, if any, special effects are in play.

COOPERATIVE ENCOUNTER CREATIONOne of the more interesting (if overlooked) rules from Necromunda was the scenario selection table. Rather than just having a big table that randomly picked scenarios, many results gave one player the right to choose which scenario they wanted to play. Since it was beneficial to be the attacker in some scenarios, such as Ambush or Caravan, having the scenario choice could at times give a gang a nice little strategic edge perhaps just

Objective Choice

The side that gets the objective choice gets to set the overall goal of the campaign round by selecting an objective from below.

Initiative

The side with the initiative gets to choose the scenario for the first encounter from those printed in the LRB or other Necromunda expansions. If the player has the initiative, he is free to suggest a Edge Special

COOPERATIVE ENCOUNTER CREATION3D 6 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Objective Choice GM GM GM GM GM GM GM Player Player Player Player Player Player Player Player Player Initiative GM GM GM Player Player Player Player GM GM GM GM GM GM Player Player Player GM +D3, Player We Finish This 1 GM +1 We Finish This GM 1, Player +D3 A A A A Step Step Step Step Ahead Ahead Ahead Ahead

Player 1, GM +D3 Player +1 We Finish This Player +D3, GM We Finish This 1

custom scenario to the GM, but the GM has broad discretion to modify the scenario for balance, or charge Edge to offset the advantage. After the first encounter is played out, the side that won (generally, the side that didnt bottle out) captures the initiative, which means that they get to select the scenario for the next encounter. The side with the initiative can also choose to break off the engagement entirely, ending the campaign round. If they opt to break off, the other side can pass a Captains leadership test, it can seize the initiative and choose the next scenario.

trying to engagement.

break

off

the

CONTINUING ENCOUNTERSUnlike Necromunda, which goes into a full blown post-game phase at the end of every battle, in N:P it is well within the power of the GM to string multiple encounters together in between post-game phases. At the GMs discretion, after each encounter the gang can do an intermediate post-game phase that consists of three parts.

I.

Edge

Edge is a resource that gives the crew valuable rerolls, allows them to purchase scenario modifications, or allows them a chance to veto unfavorable situations. The full rules for edge are described in the Optional Rules section.

Any gang member who goes out of action during the encounter must roll on the serious injury table. If he rolls a full recovery, then he can automatically take part in the next round of the encounter. If he rolls any other serious injury (with the exception of Survives Against the Odds), he has to pass a toughness test in order to take part in the next encounter. If he fails, he is evacd to the ship to recover. If the model rolls Survives Against the Odds, he is put in the crews reserves for the start of the next encounter.

Serious Injuries

Special

The Special column refers to rules that apply for this campaign turn. The specials are: A Step Ahead: On side just seems to be one step ahead, so even apparent failures just play their enemy deeper into the master plan. The side that starts the campaign round with the initiative can avoid losing the initiative by passing a Captains leadership check. Once the side that is a step ahead loses the initiative, however, this rule no longer applies. We Finish This: Either side gets a +2 bonus to the Captains leadership for tests to seize the initiative when the other side is

II.

Weapons that failed an ammo roll in the previous encounter dont automatically restock themselves in-between cannot be restocked between encounters. Instead, make an ammo roll. If the roll passes, the gang is able to share what ammo it has left, or able to find ammo on the battlefield. Weapons that exploded cannot be restocked. Depending on the weapons used by the GMs forces, the GM can give re-supply bonuses to certain

Restocking

weapon types. (For instance, if the gang is going up against an Imperial Guard unit, the GM may give bonuses to re-supplying Las Weapons.) If the gang is in communication with their Ship, they can call in a re-supply drop ship or pod and add their armory bonus to the restock roll.

III.

In between encounters, you can calculate experience awards for wounding Aris stared hits at Karsand body, other face

Experience

experience sources that the GM makes available. Note: you do not automatically get a D6xp for taking part in an encounter. The GM can feel free to award extra experience if he would like to, but the D6xp for taking part only gets added at the end of the campaign round. (For Example, it doesnt make much sense to hand out D6 experience to everyone for a cakewalk shootout that is only intended to set the mood, but it would be reasonable to add the D6 experience if it is a complete gangto set the mood.) down fight in mud mixed the dust of the

battlefield and her own blood. The kid had gone down, but shed gone down hard. One slaver dead, stabbed through the eye with the juves stiletto. Another, hamstrung and gutted, squirmed at Aris boots. Boss, Orvis called. We got the rest of the townsfolk. Pan is cutting them from the cages now. Of our crew, Zanig is gutshot, Toumas is banged up . . . The butchers bill was thankfully short, but illustrated all too well in red, brown, and pale flesh cooling in the twilight. The girl would probably have been long dead had Aris not pulled her from that hive and gave her a spot on his crew. He didnt owe her. Not anything. But that didnt change a god damn thing. And the rest of this scum? Runnin. Twoso saw them making west on foot. If I guessed, Id say they have a dropship stashed in the broken down farmstead bout two clicks away. Grab those who can, and mount up. Were heading west. You sure thats a good plan Boss? I mean, were low on provisions, and we gotta gets these folk back to Clearwater before we lose the light. Aris pulled his pistol from his belt, and put three rounds in the gutted slavers back. The kracks sharp and distinct in the after battle calm. The captains face was blank, emotionless, eyes hard as obsidian and as bottomless a black hole. Orvus had seen that look twice before. Once, just before Aris butchered an entire precinct of corrupt Arbiters. He didnt want to think of the second time. Mount up, Orvus. We finish this.

OBJECTIVESASSASSINATIONCommuniqu coming in Cap. Aris Zo leaned over Grearsons shoulder to view the display. The message was simple. Name, location, amount, and the words One week. Aris smiled. Set course for Calieaux. Weve got a job. Murder for hire is a booming business on the fringe. Because of the charters protections, an assassin crew can touch down, complete the job, and burn off world before the hammer of justice comes down. On the fringe, however, the assassins bullet is often the only justice one can hope for, or expect.

Payoff

The contract price goes up the harder a target is to kill: Easy: Normal: Hard: 2D6 x 10 4D6 x 10 5D6 x 15

BODYGUARD DUTYA merchant has contacted you because he has been threatened by a local gang, and he wants someone capable to watch his back. He is willing to pay, and thats what matters People with money on the fringe find no shortage of other people who would like to pry it from their cold dead hands. Theyre willing to pay handsomely for someone to keep led out of their bellies.

Objective

Kill (i.e., 1116 on the injury table) a target designated by the GM.

Objective

Special

You have to protect the VIP from getting hurt or killed.

Coup de Gras: Assassins are paid for killing people, not wounding them. When the target goes out of action, leave him on the table where he fell. If a member of the assassins crew spends a full turn in base-to-base contact with the unconscious target and he is not pinned, wounded, or engaged in hand-to-hand combat, the target is automatically killed and no roll on the injury table is necessary. If, however, the assassins are driven off before the target is finished off, the contract will still be complete if he rolls on a Dead result on the serious injury table.

Special

The VIP: The VIP is armed with a knife and has the following stats: M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 LD 6

So long as you keep a member of your crew within 2 of the VIP, you control his movement and actions as if he were a member of your crew. If you dont have a crewmember within 2 of him, he follows the rules for bystanders. Option Capable VIP: Alternatively, the VIP can be a Character with advances and equipment selected by the GM. He also does not require constant

supervision, so he suffers no adverse effects if not within 2 of one of your crewmembers. The player should add the VIP to his gang rating for the purpose of determining the encounter difficulty. Coup de Gras: When the VIP goes out of action, leave him on the table where he fell. If a member of the GMs crew spends a full turn in base-to-base contact with the unconscious VIP and is not pinned, wounded, or engaged in hand-tohand combat, the VIP is automatically killed and no roll on the injury table is necessary. Roll on the injury table as normal if the GMs crew is driven off before the VIP is finished off.

The Defenders objective can be used when the crew needs to protect groups of people, goods, or structures. The player with the initiative at the start of the campaign round gets to chose what target type to protect.

Objective

Keep the target(s) from stolen, destroyed, or killed.

being

Special

The Target: The GM has flexibility determining the number of targets that must be defended, but here are some guidelines. Bystanders: You are tasked with protecting 3D6 bystanders. Loot: Your job is to prevent the theft of 2D6 loot counters. Structures: You are to protect a structure from sabotage. Chose one of the targets from the Sabotage objective to protect.

Payoff

You get the following income dice in the post-game phase. The multiplier depends on how good a job you did. 5x if the VIP is not killed (i.e., if he was coup de gras or rolled an 1116 on the injury table), x10 if he was wounded but not taken out of action, and 15x if the VIP doesnt go out of action at all. Easy: Normal: Hard: 2D6 x* 3D6 x* 4D6 x*

PayoffYour payment depends on the number of targets you protected and the difficulty of the opposition force. Defend Difficul ty Easy Medium Hard Saved All 5D6x 5 5D6x 10 5D6x 15 Saved 75%+ 3D6x 5 3D6x 10 3D6x 15 Saved 50%+ 2D6x 5 2D6x 10 2D6x 15

DEFENDERSThe good people of Tal Zado, a nothing little settlement a sector and a half past the ultima line, had a problem. Two weeks ago, half their town was snatched by slavers. Theyre afraid another is coming soon. Afraid enough to pay Aris and his crew a fat lot of credits to stand around and make sure history doesnt repeat itself.

BOUNTY HUNTAris crew approached the pirate camp under the cover of darkness. Piracy itself didnt concern Aris, but the promise of 25 credits per head made this an attractive problem to solve. From pirates and outlaws to nasty critters and xenos, there are a lot of things on the Eastern Fringe that need killin. These nuisances inevitably do something to piss-off the wrong people (that is, people with money), they quickly find a bounty on their heads.

Tagged Fighters 13: Dead 46: Captured 7: Escaped

Payoff

The bounty for a fighter is equal to the amount that he contributes to the crews gang rating. 0 150: 151 300: 300+: D6 x 5 D6 x 10 D6 x 15

MILK RUNSometimes a crew is just looking to keep a low profile, so they take on an easy mission to help offset the expenses. At least they thought it would be easy . . . .

Objective

Capture or kill enemy fighters to make cash.

Special

Whenever any of the defenders are taken out of action, leave their figures on the battlefield where he fell. Unconscious fighters may be moved as if they were Heavy Loot with a weight value equal to their toughness. An attacker in base-to-base contact, and who takes no action in the shooting or melee combat phases, may tag one of these unconscious fighters (i.e., slap restraints on the quarry, or snap a holo of the corpse if dead is an acceptable method of delivery.) If the defender bottles out, any unconscious fighters not within 4 of an ally are considered to be tagged. At the end of the game, roll a D6 for each tagged fighter, adding +1 if the tagged fighter is a character. Note, characters who are captured or escape must still roll on the serious injury table as normal.

Objective

Successfully complete a printed scenario from the LRB or other source.

Special

If the player is victorious in the initial scenario, they manage to avoid getting sucked into any intrigue and go to a full post-game phase. If they lose the initial scenario, however, the GM has the initiative and may select an objective and scenario of his choice.

Payoff

If the crew is successful in the initial scenario, roll a D6 for every crewman taken out of action. On a 6, they fully recover without needing to roll on the injury table.

RESCUEDamnit Cap, Arturus says he saw some of the yokels snatch Doc. I

knew it was a bad idea stopping off at this inbred backwater. Grab your stubber Grearson. Aris said, sliding a clip into his bolt pistol. Were getting our man back.

Captives Equipment table to see what happened to his gear. Option Escape Attempt: The captive can use the rescue attempt as a diversion to cover his own escape. During the recovery phase, if no defender has line of sight to the captive, roll a D6 and add the captives Strength or Initiative. If the roll is a 9 or better, the captive has broken his bonds. If the captive is equipped with a hidden blade (or, at the GMs discretion, has some other hidden advantage that would help him), he may doubles his Strength or Initiative.

Objective Special

Free the captive. The Captive: The defender places the captured model on the table. The captive is restrained, and cannot move or take any actions. He may be moved by the defender, however, as if he were heavy loot with a weight equal to his toughness. Any ally ending his move within base-to-base contact with the captive frees the captive, who is now just the same as any other fighter.

Payoff

CAPTIVES EQUIPMENT13 Close at Hand The captors were kind enough to leave your stuff close at hand. Automatically recover it when the captive is freed. 45 Distant Storage The defender may place a loot counter representing the captives equipment up to 18 inches away. The equipment is only recovered if the rescuing player reaches the counter. 6 Thats a Nice Coat . . . One of the defending named characters helped himself to the captives gear. It is lost unless this character is taken out of action. The Captives Equipment: When placing the captive, roll a D6 on the

Once the captive has made good his escape he is (quite obviously) no longer captured. Even if he is taken out of action during the encounter, roll on the injury table as normal. If the captive is not freed, remove him from the crews roster (unless, of course, the GM wants to keep that line of the narrative going).

SABOTAGESome folk seem to have an interest in seeing that the construction of this manufactorium falls behind schedule. They have even been kind enough to donate a couple of melta bombs to the cause . . . .

Objective

Destroy or defend the designated target or targets.

Special

The Target: the target could be a piece of machinery, a databank, a structural support in a building, or anything else that fits the narrative. The GM has flexibility in determining the Toughness and Wounds of the target, but here are some general guidelines: D6 man sized or smaller targets with T:3, W1 (e.g., communications terminals, databanks, antique vases). D3 man sized targets with T:4, W:1, 5+ Save (e.g., manufactorium machinery, water stills, etc.). D3 Large targets with T:6, W:3, 4+ Save (e.g., structural support columns, generators, chemical tanks.) 1 Gigantic target with T:10, W:5, 3+ Save (entire building, central support column for a hiveworld dome,)

support columns (i.e., 3 wounds on Toughness 6). Option Demolition Charges: If the crew doesnt have the heavy weaponry to take down the target, they can purchase disposable meltabombs for 10 credits a piece. If a fighter equipped with one of these single use Meltabombs goes out of action, place a loot counter where he went down to represent the dropped melta bomb.

Payoff

Easy: Normal: Hard:

2D6x 10 3D6x 10 5D6x 10

SCAVENGERSSo the fringe runner Empire Sun went down in a ball of fire, huh. Aris smiled at the irony, but his employer didnt seem amused. We dont usually do salvage opps, but well do anything thats made worth our while.

ObjectiveSpecial

As an alternative, you could have a combination of targets. For example, the target could be a building that the player could destroy with massive structural damage (i.e., 5 wounds on Toughness 10), or by taking out 3

Recover Loot counters

Loot Counters:

SET PIECESBAD ATMOSPHEREMany planets on the fringe, while habitable, are not ideal conditions for human life. Sometimes, even the air is your enemy. fighters must roll on the hallucination table (LRB p. 46). Note: because the fighter is out of his mind, apply the effect even if the fighter is down.

Atmosphere Suits

BRAWLBoy, looks like you need a good ol fashioned ass whooping. Me n my boys are happy to oblige.

Since atmospheric problems are a common part of life on the fringe, every crewmember is assumed to be properly equipped with an atmosphere suit to deal with all but the harshest conditions. That suit, however, doesnt do anyone much good when its shot full of holes. Thus, in general, fighters dont suffer the negative effects of Bad Atmosphere until they are wounded. An effected fighter, who is not pinned or stunned, can patch his suit by either not moving or not shooting for a turn.

Pairing Up

Each Player rolls a D6. The player who gets the highest roll chooses one match-up of one of his fighters and one of his opponents fighters. The other player then gets to choose a match up and vise versa until all fighters are engaged. If a player doesnt like a match-up chosen by his opponent, he may attempt to intercept by designating one of his unengaged fighters. If the intercepting fighter can pass an initiative test, he engages the attacker instead. Note, the players may also try to intercept an intercept. All intercepts must be declared before any dice are rolled however. Example: Captain Maris and his Martial Artist Rygan get into a tiff with three pirates controlled by the GM. The GM wins the initial D6 roll, so he chooses to have the hulking pirate leader square off with Captain Maris. Maris doesnt like his chances, so Rygan tries to intercept. A pirate crewman tries to counter Rygans intercept. The pirate passes his initiative test, so he engages Rygan, and thus the pirate leader is free to square off with Captain Maris.

Atmospheric Effects

At the beginning of their turn, unprotected fighters must pass a toughness test or suffer the effect of the bad atmosphere. Poisonous Air: The effected fighter takes a Strength 2 hit. If wounded, he suffers a flesh wound on a 13, which gives him 1 to WS, BS, S, and T. Suffocation: The air doesnt contain enough oxygen, so the fighter quickly blacks out. Effected fighters will go out of action on a 4+ on any roll in the recovery phase. Hallucinogen: The atmosphere contains significant quantities of a powerful psychedelic. Effected

Unarmed Combat:

When fighting unarmed, all melee attacks hit with Strength 1, and use the following injury table: 1: Stunned 24: Flesh Wound 56: Down Fighters who are downed roll to recover as normal (i.e., they get up with a flesh wound on a 1, and go out of action on a 6.) Skills and equipment that do not require that the fighter be equipped with a weapon can be uses as normal. If a combatant has Martial Artist, or some other skill or ability that allows him to attack unarmed as if he had a melee weapon, he ignores the rules for unarmed combat and fights melee combat as normal.

Optional: Hes Got a Knife!

Seems like somebody always has to go and draw a knife, ruining another bout of light-hearted fist-ocuffs. Use the rules for The Buildup. When one side hits the threshold, a member of that crew loses his cool and goes for a weapon, causing everyone to do the same. Start fighting melee combat as normal.

Optional: Chaotic Movement

At the end of each round, roll a D6 for each combat. 1 The combatants stay where 2: they are. Roll a scatter die to see which direction they are facing. 3 The combatants move D3 4: inches in a random direction. They remain locked in combat. Roll a scatter die to see which direction they are facing. 5: Both combatants move D3 inches in random directions. Roll the direction for each combatant separately. One combatant moves D6 inches in a random direction. The other combatant stays where he is standing.

Kick Em when Theyre Down

Characters who are fighting unarmed do not automatically take downed fighters out of action. An attacker who has downed his opponent can either engage another enemy, or he can kick his foe while he is downed. The downed fighter must take a toughness test for each enemy adjacent to him. If he passes, he absorbs the blows with no more ill effect. If he fails, he takes a number of flesh wounds equal to the amount he failed by. Anyone who attacks a combatant who is kicking a downed fighter Sucker Punch. If an unengaged fighter engages an enemy who has his back to him, or an enemy who is kicking a downed fighter, the attacker gets one free hit before the round of combat begins.

6:

If this random movement takes a fighter into an obstacle, he must pass an Initiative or Toughness test or he is stunned for the following round. At the end of each round of combat, Unengaged fighters roll a D6 and add their initiative. The fighter with the highest total may move D6 inches in a direction of his

choice, then the next-highest moves, and so on. If there are any ties, have a roll-off.

Brawl Experience

Fighters get D3xp for each opponent he downs in unarmed combat, and 5xp for each combatant he takes out of action with flesh wounds.

BYSTANDERSEven though the population of the Eastern Fringe is much less dense than the core worlds, there are still enough people roaming around that, when a firefight breaks out, there is a good chance some innocents will be caught in the line of fire. Of course, Innocents is used in the loose sense

stays put if in cover, or immediately runs d6 toward the nearest cover. If the check fails, the bystander panics and runs d6 inches in a random direction (as determined by the scatter die). Note: this panicked move is carried out before the shot is resolved, so if the bystander runs into the line of fire, apply the shooting bystanders rules below.

Peril

Basic Information

All bystanders have the same stats as a basic juve, are unarmed, and are killed automatically if they are wounded (sometimes, it sucks being innocent).

Movement

Once the first shot of the game is fired, bystanders will move up to d6 to get into the closest cover, where they automatically go into hiding. In both players recovery phase, bystanders who are still out in the open will run (i.e., double move) toward the nearest cover. Bystanders who are panicked (see below) can take another panic check to get themselves under control and move toward cover. If this check fails, they run d6 in a random direction.

If panic causes a bystander to run off the edge of a building or into some other type of hazard, the bystander must make an initiative check: if the check fails, he or she plummets to his or her death: if the check passes, they grab onto the edge and are in hopeless peril. In every subsequent turn, the bystander must make a strength check or fall. Crew members can save a bystander in peril by moving into base-to base contact with the bystander and passing a strength check. A fighter saving a bystander may not shoot this turn, regardless of how far he moved. A successful rescue bags the gang member +5 experience.

Shooting Bystanders

Panic

During the course of the game, if any shots travel within 4 of a bystander, make a LD check. If the roll is successful, the bystander

For whatever reason, innocents are hopeless bullet magnets. If a shot passes within 1" of a bystander at any point in its range (including past the target), there is the possibility that he or she may be hit. If, after applying all the to-hit modifiers on the shot, the roll is a 1 or less, the shooter has hit the bystander: roll to wound as normal. If the bystander is panicked, they are hit if the roll is a 2 or less. However, if the bystander is in cover from the shooter, the cover cancels out the original to hit modifiers. For instance, a juve is

firing a laspistol at long range against a target in heavy cover, for a total modifier of -3. If the juve rolls a 4 or less, the bystander in the open has been caught in the fire. However, if the bystander has hard cover against the Juves shot, the hard cover cancels out 2 points of the modifier, and so the bystander is only hit on a 2 or less.

3 BE: Causing a panicked bystander to jump off a building. 1 BE: Hitting a bystander 5 BE: Killing a bystander. 5 BE: Using a bystander as a human shield.

Careful Shot

Shooters who want to make sure that they dont hit a bystander can take an additional -1 modifier to make a Careful Shot. When making a careful shot, you only hit the bystander on a natural 1, or a panicked bystander on a 1 or 2.

LOOT COUNTERSLoot counters are a great resource for the GM.

Picking Up Loot (LRB p. 112)

Controlling Bystanders

A fighter may take control of a bystander within 2 by passing a leadership check. From thereafter, if the bystander starts its turn within 2 of that fighter, you may control the bystanders actions, and the bystander may use the fighters leadership when checking for panic.

Loot counters may be picked up by any model that passes over them during its movement. A fighter can carry any number of pieces of loot without affecting his movement or ability to shoot or fight. Fighters who go out of action drop Loot counters where they happen to be at the time. Remove the model but leave the counters in place. Models can transfer loot to other models in base-to-base contact during the shooting phase, but neither model may shoot during the turn. If a fighter takes an enemy out of action in hand-to-hand combat he automatically captures any loot the model is carrying.

Human Shields

A fighter in base to base contact with a bystander can pass a strength check to use the bystander as a human shield. The fighter with the human shield cannot run, but benefits from hard cover from any shots in his front 90 degree arc, and attackers cannot take a Careful Shot to avoid hitting the bystander.

Heavy Loot

Effects of Killing Bystanders

Even for hardened Fringe Runners, accidentally killing an innocent messes with your head. Because of the psychological trauma of the event, the gang member gets the following Bad Experience points:

Some loot is just too heavy for a normal person to carry by themselves, so your crew will need to work together. Heavy loot has as weight value (which is assigned by the GM). To move the heavy loot, the combined strength of fighters in base-to-base contact must meet or exceed the weight value. If the fighters combined Strength is equal to the weigh,

they may move it at speed. For example, heavy loot with a weight value of 5 can be moved by 2 Strength 3 crewmen, or 1 Strength 5 Orgryn, but the Orgryn would only move at speed.

crewmen and the civilians would be spread out to start. First, choose a corner of the table and roll two D50 (that is, D100s divided by 2) to determine the placement coordinates. The first D50 is the number of inches you move up the left side of the table, and the second D50 is the number of inches you move directly into the table from the left table edge. If the random placement would leave the randomly placed item falls on a terrain feature with multiple levels, randomly select one of the levels. If the D50 rolls take the item off the table, the person doing the placing can place it anywhere on the table (unless it would make more sense to just reroll). Note, rolling D50s assumes you are playing on a standard 48x48 inch table. If you are playing on a larger or smaller table, you may want to adjust the dice rolled accordingly.

NON STANDARD GRAVITYWhile humans tend to congregate toward Earth-comparable worlds, beggars cant be choosers, and there are quite a few beggars on the fringe.

Low Gravity Effects

Falling: Half the distance of any falls. Jumping: Double the distance that a character can jump to clear a gap (as per LRB p. 27). (Note, however, that this doesnt effect the extra movement you get form the Leap skill.) Ranges: Add 4 to the long range of all weapons.

High Gravity Effects

Sluggish: The high gravity makes it harder to react. Any fighter with a Strength is less than 4 has 1 to Initiative. Falling: Add D3 inches to the distance of any falls. Jumping: Half the distance that can be jumped. Ranges: Reduce all weapon ranges by 4. Half the distance that template weapons scatter.

SNEAKING & SPOTTINGSentries (LRB p. 116)Until the alarm is sounded (see below) sentries move D6-3 inches per turn. Roll separately for each sentry to determine how far he moves. If the distance is negative then the attacking player is allowed to move the sentry model. For example, a roll of 1 gives a move of -2, so the attacker moves the sentry 2" in any direction. After moving each sentry, roll the Scatter dice, and turn the model to face the direction indicated.

RANDOM PLACEMENTThere will often be times when it makes sense to randomize where fighters or items start on the battlefield. For example, if a crew is visiting a settlement during a slaver raid, it makes sense that the

Sounding the Alarm (LRB p. 116)

he is taken out of action then he cannot give the alarm. Shooting: If a intruder shoots a weapon roll 2D6 and add the weapons Strength to the score. If the result is over 10 then the alarm is sounded. However, this rule does not apply to silent weapons like needle guns. Note that shooting can sound the alarm even if there are no sentries left. Fighting: A sentry who is attacked in hand-to-hand combat will sound the alarm if he survives the turn. Remember that the sentrys Weapon Skill is halved until the alarm is sounded. If the intruder shoots a pistol or uses a non-silent melee weapon (such as a chainsword) in hand-to-hand combat then you must roll as described above to see whether the shots sound the alarm even if the sentry is killed. In addition, the noise of fighting may cause the alarm to be sounded even if the sentry doesnt survive to do so himself. The attacker rolls a D6. If the score is not more than the number of intruders fighting in the hand-tohand combat then the noise of the scuffle has been noticed and the alarm is sounded. For example, if three intruders mug and kill a sentry then you must roll 4 or more for this to go unnoticed.

Until the alarm is sounded sentries move as described above. In addition their Weapon Skill is halved (rounding fractions up) and they may not shoot any weapons. After the alarm is sounded sentries may move and attack freely. In addition, the defender may bring on reinforcements as described below. The alarm can be sounded in a number of different ways: Spotting: Roll 2D6 at the end of the defenders turn. Sentries can try to spot any intruders that are within the distance rolled so long as they could normally be seen i.e., they are within his arc of vision. Intruders in the open will be spotted on the D6 roll of 2 or more. Intruders in partial cover will be spotted on the D6 roll of 4 or more. Intruders in cover or hiding will be spotted on the D6 roll of a 6. Sentries will spot any intruder within their Initiative distance in inches on the D6 roll of a 2 regardless of cover or hiding. For example, a sentry with Initiative 4 spots hidden intruders within 4" on a roll of 2. If a sentry spots a intruder he sounds the alarm. Intruders are also spotted if they move within sight of a sentry during their own turn. The sentrys spotting range is the same as in his turn and the same dice rolls are required. Remember, sentries can only see within their normal arc of vision as described above. A sentry can only give the alarm if he survives the intruders turn. If

Lighting Conditions

Sometimes you dont have the luxury of waiting for the cover of darkness to make your move. Sneaking into a guarded compound, however, becomes much more challenging under the hot eyes of the sun.

The GM can represent different lighting conditions by adjusting the number of D6 the sentries get to roll for determining spotting distance. For example, at dusk the sentries could spot enemies up to 4D6 away. For daytime infiltrations sentries have an unlimited spotting distance, and spot partial cover on a 3+ and hard cover on a 5+.

-2: Concealed Weaponry. The intruder spotted is only equipped with 1 handed weapons (i.e., pistols and some melee weapons), and is not brandishing them about. +2: Openly Armed. The intruder spotted has a two-handed melee or basic weapon. +4: Armed to the Teeth. The intruder spotted has a special or heavy weapon.

Hiding in Plain Sight

There is a big difference between not being seen and not being noticed, but both are a good way of planting a knife in someones back. These rules are for trying to sneak up on someone in a crowded public place. Suspicion: The rules for spotting work the same as in a normal intrusion, but the alarm doesnt automatically sound with an intruder is spotted. Instead, roll a D6, modified as follows, and add the result to the Suspicion score (much like the build-up phase of the shootout). When the suspicion score reaches 15, the alarm is sounded. Apply the following modifiers to the Suspicion roll -1: Light Crowd. The spotters line of sight to the intruder is partially blocked by a bystander. -3: Heavy Crowd. If the spotters line of sight to the intruder is at least partially blocked by a bystander, and at least 3 bystanders are closer to the intruder and in the spotters line of sight.

Countermeasures

Security Cameras: Security cameras are deployed in the same manner as sentries, and follow all the rules for sentries, with the following exceptions: Stationary: Security cameras do not move. They do, however, rotate in place. Low Quality: -1 to all rolls to spot fighters who are within sight range. Fragile: Security cameras will be destroyed automatically if they are hit with a shot or engaged in melee combat. If the melee combatant has to move through the security cameras view, however, he will be detected on a 2+. The turn after a security camera is destroyed, the defender may choose which direction all cameras face, and security cameras are at +1 to spot sneaking fighters. Security Lighting: Security lighting is motion-sensitive fixtures that light up to alert. The defending player may deploy sentry lights during his initial set up. During the game, any intruder who approaches within 2D6 of the sec